| Herbalism (R) |
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| The Poison River watershed provides a rich library of flora ready to be exploited. This Ability covers recognizing the appearance, growth habits and properties of both rare and common herbs useful for food, poisons, drugs and cures. The practitioner may even try his hand at cultivating herbs in controlled conditions. WOODCRAFT (R) is simple and shallow in comparison, the Story Guide may require Herbalism for any truly impressive endeavor. |
| Alchemy (R) |
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| Ammeni alchemy is a cynical science with little in the way of preconceptions and expectations; the alchemist rarely expects anything, in good or ill. He does, however, usually believe in the immortality of the body, achievable by the enforced balance of bodily forces. This combination of passion and cold calculation has driven Ammeni alchemy to great heights among the adepts. |
| Cooking (I) |
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| Ammeni are superb cooks, thanks to the rich array of spices and exotic ingredients their lands supply. While HOUSEWORK (R) may make tasty food, Cooking is a superior art. Of course, it is not a given that tasty food will be much of an issue in a given campaign. Cooking may also be used to deliver herbal and alchemical poisons orally. |
| Taste Poison (I) |
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| Ammeni learn to distinguish poisons and drugs by sight, smell and taste, which is useful in a land infested by dangerous plants and animals. The Ability might be used in creating and trading drugs, but most valued it is in avoiding poisoning. Normally a character would support his ENDURANCE (V) check against poison with this Ability, to see how much he imbibed before noticing the poison. |